Thứ Hai, 17 tháng 6, 2013
DevCorner: Underapprechiated game engines
The usual contenders for 3D action games are your mixed assortment of idTech based engines, most notably ioQuake3. There are a few upcoming contenders like Unvanquished's Daemon engine (which is a mix of ET:Wolf, ioQuake3 and Xreal) and a yet to emerge idTech4 based champion (my uninformed guess is that it will be dhewm3). But all of them lack a decent game-play scripting function.
On the other side of the idTech spectrum, there is the idTech1 based granddaddy DarkPlaces, which while having advanced to an quite impressive feature set, suffers a quite a bit from its nut-bolted & mostly undocumented client side add-on on the already a bit arcane script language QuakeC.
Interestingly the idTech2 based engines get little attention though. I have highlighted a few nice game projects based in it in the past, but it is probably due to the fact that each project is hacking on their own engine fork, that none has gained prominence as a game engine on it's own. But feature wise the engines behind AlienArena, Overdose and Warsow are probably the most advanced.
The last one of these, has been probably the most overlooked, with the game itself not exactly open-source friendly and the engine being developed more or less behind closed doors. It seems however that this has changed now, although given recent project news it is unclear what made them change their approach. But an all new version of it is now on Github with the main developer mentioning a few really nice changes here. Let's hope it isn't just a "source-drop" of a dying project, as after digging into it a bit (the documentation is really fragmented and lacking) I have to say that it includes a few really awesome features not commonly seen in other FOSS engines:
Besides being really performant, it is fully scriptable and has some quite unique multiplayer features like awards, friendlists and persistent game statistics. It also seems to make good process in having easy to edit GLSL shaders, which I have realized is a much rarer feature than I originally thought. Last but not least it has a really modern looking and fully scriptable menu and HUD.
Ah and before I move on to non-idTech based engines I should mention Engoo for those looking for a modernized software rendering engine based on idTech1 (there was some controversy over it, so I am trying to show some support for its further development here).
Ok, that covered, what are some maybe under appreciated non-idTech 3D engines?
First of all I should probably mention the well known ones for the sake of completeness: Cube2, Ogre3D and the new big player Torque3D. All of which are IMHO still failing to provide a good platform for easy game creation (mainly due, following the same order: in-fexibility & lack of scripting; huge mess of independent parts & bad toolchain; lack of Linux port & buggy and overly complicated toolchain).
One of the shining but lesser known examples of trying to improve the status quo is the jMoneky3 engine. Even though it is still a bit bare-bone (e.g. lacking game frameworks) the nicely integrated SDK and the great new node based GLSL shader editor keeps on attracting my attention. Similary the BlenderGameEngine sure has a few great advantages due to its tight integration. Sadly it seems to be the unliked stepchild of the Blender3D project though, which some quite serious limitations and awesome additions like the candy branch never reaching the the main release.
Then there are the still very much alive big names of the past: Irrlicht and Crystal Space. I am not exactly sure why those never quite reached the required mass to become the engines of choice, but I guess the license mess around Irrklang (and other non free but more or less required addons) and the CS Yo Frankie disaster might have to do with it. But at least Crystal Space was accepted as a hosting organization for this year's GSoC again, so they must be doing something right.
Last but not least, I would like to give a mention to a relatively new contender: Octaforge, which has supplied a steady stream of updated betas lately. The interesting things about Octaforge is that it takes all the good things from Cube2 and combines it with a much updated renderer (Tesseract) and full lua script support. But sadly it isn't quite there yet, and the move to a scripting language required the removal of all the nice game-code that it inherited from Cube2.
As closing remarks I have to admit that this article was rather lopsided towards FPS game engines (and more general purpose ones). Of course there are many great other game engines in the FOSS sphere that focus on RTS or (MMO)RPG games etc. I do however feel that many of the grievances voiced here probably apply there too, but maybe it isn't quite as frustrating there as in the FPS genre.
But if you have some better insights into those type of engines feel free to comment below!
tl;dr: the author (as an old school modder) is frustrated that after all these years there still isn't an FOSS FPS engine that can be modded as comfortably as the Half-Life2 engine or UDK. Don't miss the new qfusion stuff though.
Chủ Nhật, 14 tháng 4, 2013
SuperTuxKart accepted in GSoC2013!
This year, quite a few interesting FOSS game projects got accepted (again) and one being our very own friends of the SuperTuxKart project.
Read more about their role as a mentoring organization here. So how about applying as a participant yourself and helping out this great FOSS game?
You can also browse other accepted mentoring projects here, if SuperTuxKart isn't your thing. Other notable FOSS game (engine) projects accepted are:
Nice summer of coding ahead :)
Thứ Hai, 28 tháng 5, 2012
Lips of Suna 0.6 and other RPG news
Anyways, another project I mentioned was just recently updated:
Lips of Suna is now available as Version 0.6 (release notes on our forums) and this release marks the first official release with OGRE3D as the rendering engine. In my rant I dissed that rendering engine a bit due to the lack of good content creation tools (yes I know, not their focus or intention), but at least here it seems to have been put to a good use.
In somewhat unrelated news, there is also a new version of OpenMW, which is continuing at their current fast pace to reimplement that well known RPG. Change-log can be also found in our forums.
Chủ Nhật, 20 tháng 5, 2012
Good FOSS 3D action RPGs, nowhere to be found?
So there are a few really prominent types of games which ought to have their FOSS representatives, right?
Ok, well a few like epic story driven single-player games will probably never show up due to inherent problems to develop such games through the FOSS method, but besides that lets have a look what we got:
- Good and playable FOSS multi-player FPS games under active development?
- Check! (Xonotic, RedEclipse and several other with un-free media)
- Good and playable FOSS RTS games under active development?
- Check! (0 A.D., MegaGlest, Warzone2100, Spring mods etc.)
- Good and playable FOSS racing games under active development?
- Hmm... not an expert, but I guess Speed Dreams and Stunt Rally apply.
- Flight simulators, turn based strategy?
- Check: Flightgear!
- Check: Battle for Wesnoth!
- Action RPGs like Diablo or Torchlight?
- Hmmm???
So, there is the really cool project FLARE, which besides being not really playable yet is also more of a nostalgic effort. More playable but also with a similar demographic of potential players is Freedroid (besides having a maybe too Linux centric style).
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| FLARE 2D graphics style |
Maybe of interest seem to be DawnRPG and PARPG, but for both the above applies as well and they seem to be going into a rather different direction. Besides that, at least the latter seems to be not progressing well lately.
Then there are the obscure and/or non-isometric DNT and Lips of Suna. Which are both nice projects on their own (especially LoS seems to develop nicely as of late), but are not really suitable as the FOSS reference for action RPGs...
The only game that comes to my mind that would fit is Summoning Wars, which is somewhat playable and even has a single-player campaign, but development is really slow and it is still a long way off what I would call a recommendable game to non-FOSS enthusiasts.
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| Some new dungeon wall tests |
Part of the rather slow development I guess was the poor choice of the graphics engine, e.g. OGRE 3D which is foremost a programmers choice (due to nice features and good documentation), but a rather bad FOSS game developers choice in my opinion (due to the lack of a complete game-engine features and good tools).
There are still a few really talented artists trying to contribute (1,2,3), and I recently proposed a creative re-use of 0 A.D. assets, but everything seems to be hitting a road block when it comes to easy tinkering with the game and getting things to actually run in game... and that is really demotivating to potential contributors (FOSS development advise 101 ;) ).
So to sum it up? I think Summoning Wars is really not living up to what it could be, and the only solution I see would be the addition of a new and really motivated programmer to the team to solve the tool-chain problems and thus restart the active development again. Anyone interested???
P.S.: Not to forget mentioning it: There is also the IrrRPG builder, which could probably be a good base to build an action RPG too.
Thứ Tư, 21 tháng 3, 2012
Summer of Code: Earn Money Developing Open Source Games
- Battle for Wesnoth
- Hedge Wars
- Unknown Horizons (includes FIFE)
- Crystal Space (includes DAMN)
- OGRE3D
- ScummVM
- WorldForge, CEGUI and Ryzom Core
- PySoy (under the Python Software Foundation)
Thứ Tư, 22 tháng 2, 2012
Complete List of Fosdem Game Dev Resources
Thứ Ba, 14 tháng 2, 2012
Dev corner: FOSDEM about Games
We already mentioned the FOSDEM 2012 role playing game development talk but recently I found links to more open source game development and game design "devrooms" here.
- Alistair Riddoch - The Dynamic Data Driven Worlds of WorldForge.mp3
- Arthur Huillet - Anatomy of a role playing game.avi
- Erik Ogenvik - Getting Started With Ogre3d For Game Development.mp3
- Jeremy Rosen - Balancing a game - the open source way.mp3
- Thomas Kinnen - Data-Driven and Component-Based Game-Entities.mp3
I also recommend "A New OSI for A New Decade" here, which starts with explaining how not to be annoying when advocating freedom.
Thứ Hai, 3 tháng 1, 2011
Changes in Hardwar development
Hardwar is a long-term project to remake the 1998 Hardwar - a science fiction flight simulation game. There have been two recent changes:
The code hosting switched from Launchpad's bazaar to GitHub.
The in-game editor was dropped and instead Ogitor will be used. While in-game editing is awesome, I'm glad that a general tool is being used and time is being saved.
Ogitor is a Plug-In based WYSIWYG editor environment for OGRE.
OGRE is on a hunt for illogic in its API as a preparation for releasing 1.8 and every coder is invited!
Thứ Bảy, 1 tháng 1, 2011
OGRE3D History: 2010
| Project Name | Type | License | Description |
| Gorilla | Library | MIT | GUI library |
| Hovercraft | Game | GPL* | Racing *Depends on non-free fmod, havok and zoidcom |
| Island Hopping | Game | WTFPL* | Platformer *Depends on non-free irrklang |
| MOGRE | Library | MIT | Bindings for .NET |
| OgreKinect | Library | MIT | Input library for Kinect |
| OgreProcedural | Library | MIT | Procedural geometry library |
| OpenSpace3D | Tool | LGPL* | Scene Editor *Depends (?) on non-free newton physics |
| QuickGUI | Library | LGPL | GUI library |
| Spacescape | Tool | MIT | Create space skyboxes with stars and nebulas |
| Zen Engine | Library | ZLib | 3D game engine client framework |
I wasn't able to build Spacescape SVN but the 0.3 release runs fine in Wine.
Island Hopping's dependency on irrklang is probably easy to replace, so I gave it a try using Wine with success (broken sound though, go figure).
OpenSpace3D wouldn't start in wine and I don't know if it's build-able on Linux.
PS: Statistics!
Thứ Sáu, 5 tháng 2, 2010
Open Source 3D Game Engines Updates
Crystal Space 1.4 is out. Features include improved animations ("integrating vertex based animation with skeletal animation") and terrain ("improves rendering and handling of large outdoor areas"), OpenAL for sound and an internationalization plug-in.
Panda3D has a prettier website, it released version 1.7.0 and apparently has a web-plug in. The new version makes it easier to crash the computer, but also gives a performance boost - with the magic of 'pointer textures'.
I have a little crush on Panda3D, because it gives access to 3D and audio with no complicated setting up through a scripting language (Python). On the other hand it requires 3D models to be in its own format and I find converting not very convenient. For example there have been problems importing animations into Radakan.
Ogre has a mascot, and it might even become freely licensed, somebody just needs to confirm this (by posting in the thread). :)
Besides that, 1.7.0 RC1 has been released, which is licensed under MIT license (before, it was LGPL). Here's what seems like a changelog.
Furthermore, the OGRE wiki moves from MediaWiki to TikiWiki. I suspect that a main reason is because a nicer OGRE style was made for TikiWiki, while the MediaWiki OGRE style looks bad. That may be a strange reason, but as long as it makes people use the wiki more, why not? Here's the discussion if you have an idea.
Just for kicks: a simple comparison of OGRE, Panda and Crystal regarding lines of code. What does it tell us? Well, that OGRE has the biggest codebase (even though it only handles graphics), that Panda3D is the most compact of the tree and that Crystal Space code size had strange ups and downs. Nothing more really.
Kambi VRML v2.0 is soon to be released, as is the final version of the demo game Castle (which will only mean additional eye candy to the game). What is more important, as soon as Castle 1.0 is released, work will start on Castle 2.
Castle 1 is a three-level game and I consider it hard (easy to die) and its controls to be rough. On the other hand the level design is great: the layout invites exploration the levels are linear, each with a goal to be reached. This way the levels actually are part of a game, rather than an open-ended tech demo. This is why I have a good feeling about Castle 2.0 already. Depending on whether the developers decide to work on Castle 2 on their own or to ask the community for contributions, we might see some more use of their forum.
OpenMW, the Morrowind engine implementation in OGRE switched from D to C++ (because of compiler availability and language popularity) and from svn+git to git-only (because of git-svn problems). Git clone instructions here. The next feature to be implemented are animations. A video was promised as soon as they are ready.
Old news: OpenGameEngine development stopped in October 2009, until a project manager wants to take over. The form in which the project is left is described as "usable" and "still too much work to make it worth the time investment".
Enjoy another ridiculous comparison of 3D (game) engines: OpenMW, KambiVRML and OGE. I just love diagrams. :)
We have a list of 3D engines on our wiki, if you want to dig some more. Also all FOSS game engine blogs that have feeds are included in the FGD development planet feed aggregator.















